PalettedCube.pp 11 KB

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  1. program PalettedCube;
  2. {$L build/texture.bin.o}
  3. {$L build/texture1_RGB16_pal.bin.o}
  4. {$L build/texture1_RGB16_tex.bin.o}
  5. {$L build/texture2_RGB16_pal.bin.o}
  6. {$L build/texture2_RGB16_tex.bin.o}
  7. {$L build/texture3_RGB16_pal.bin.o}
  8. {$L build/texture3_RGB16_tex.bin.o}
  9. {$L build/texture4_RGB16_pal.bin.o}
  10. {$L build/texture4_RGB16_tex.bin.o}
  11. {$L build/texture5_RGB16_pal.bin.o}
  12. {$L build/texture5_RGB16_tex.bin.o}
  13. {$L build/texture6_RGB4_pal.bin.o}
  14. {$L build/texture6_RGB4_tex.bin.o}
  15. {$L build/texture7_RGB4_pal.bin.o}
  16. {$L build/texture7_RGB4_tex.bin.o}
  17. {$L build/texture8_RGB32_A3_pal.bin.o}
  18. {$L build/texture8_RGB32_A3_tex.bin.o}
  19. {$L build/texture9_RGB32_A3_pal.bin.o}
  20. {$L build/texture9_RGB32_A3_tex.bin.o}
  21. {$mode objfpc}
  22. uses
  23. ctypes, nds9;
  24. // most of the following textures were generated from online samples available at
  25. // http://www.marlinstudios.com/samples/sampvtf.htm and http://www.3dtotal.com/textures_v15/
  26. {$include inc/texture.bin.inc}
  27. {$include inc/texture1_RGB16_pal.bin.inc}
  28. {$include inc/texture1_RGB16_tex.bin.inc}
  29. {$include inc/texture2_RGB16_pal.bin.inc}
  30. {$include inc/texture2_RGB16_tex.bin.inc}
  31. {$include inc/texture3_RGB16_pal.bin.inc}
  32. {$include inc/texture3_RGB16_tex.bin.inc}
  33. {$include inc/texture4_RGB16_pal.bin.inc}
  34. {$include inc/texture4_RGB16_tex.bin.inc}
  35. {$include inc/texture5_RGB16_pal.bin.inc}
  36. {$include inc/texture5_RGB16_tex.bin.inc}
  37. {$include inc/texture6_RGB4_pal.bin.inc}
  38. {$include inc/texture6_RGB4_tex.bin.inc}
  39. {$include inc/texture7_RGB4_pal.bin.inc}
  40. {$include inc/texture7_RGB4_tex.bin.inc}
  41. {$include inc/texture8_RGB32_A3_pal.bin.inc}
  42. {$include inc/texture8_RGB32_A3_tex.bin.inc}
  43. {$include inc/texture9_RGB32_A3_pal.bin.inc}
  44. {$include inc/texture9_RGB32_A3_tex.bin.inc}
  45. var
  46. //verticies for the cube
  47. CubeVectors: array [0..23] of v16;
  48. //polys
  49. CubeFaces: array [0..23] of cuint8;
  50. //texture coordinates
  51. uv: array [0..3] of cuint32;
  52. normals: array [0..5] of cuint32;
  53. procedure Initialize();
  54. begin
  55. //verticies for the cube
  56. CubeVectors[0] := floattov16(-0.5); CubeVectors[1] := floattov16(-0.5); CubeVectors[2] := floattov16(0.5);
  57. CubeVectors[3] := floattov16(0.5); CubeVectors[4] := floattov16(-0.5); CubeVectors[5] := floattov16(0.5);
  58. CubeVectors[6] := floattov16(0.5); CubeVectors[7] := floattov16(-0.5); CubeVectors[8] := floattov16(-0.5);
  59. CubeVectors[9] := floattov16(-0.5); CubeVectors[10] := floattov16(-0.5); CubeVectors[11] := floattov16(-0.5);
  60. CubeVectors[12] := floattov16(-0.5); CubeVectors[13] := floattov16(0.5); CubeVectors[14] := floattov16(0.5);
  61. CubeVectors[15] := floattov16(0.5); CubeVectors[16] := floattov16(0.5); CubeVectors[17] := floattov16(0.5);
  62. CubeVectors[18] := floattov16(0.5); CubeVectors[19] := floattov16(0.5); CubeVectors[20] := floattov16(-0.5);
  63. CubeVectors[21] := floattov16(-0.5); CubeVectors[22] := floattov16(0.5); CubeVectors[23] := floattov16(-0.5);
  64. //polys
  65. CubeFaces[0] := 3; CubeFaces[1] := 2; CubeFaces[2] := 1; CubeFaces[3] := 0;
  66. CubeFaces[4] := 0; CubeFaces[5] := 1; CubeFaces[6] := 5; CubeFaces[7] := 4;
  67. CubeFaces[8] := 1; CubeFaces[9] := 2; CubeFaces[10] := 6; CubeFaces[11] := 5;
  68. CubeFaces[12] := 2; CubeFaces[13] := 3; CubeFaces[14] := 7; CubeFaces[15] := 6;
  69. CubeFaces[16] := 3; CubeFaces[17] := 0; CubeFaces[18] := 4; CubeFaces[19] := 7;
  70. CubeFaces[20] := 5; CubeFaces[21] := 6; CubeFaces[22] := 7; CubeFaces[23] := 4;
  71. //texture coordinates
  72. uv[0] := TEXTURE_PACK(inttot16(128), 0);
  73. uv[1] := TEXTURE_PACK(inttot16(128), inttot16(128));
  74. uv[2] := TEXTURE_PACK(0, inttot16(128));
  75. uv[3] := TEXTURE_PACK(0, 0);
  76. normals[0] := NORMAL_PACK(0, floattov10(-0.97), 0);
  77. normals[1] := NORMAL_PACK(0, 0, floattov10(0.97));
  78. normals[2] := NORMAL_PACK(floattov10(0.97), 0, 0);
  79. normals[3] := NORMAL_PACK(0, 0, floattov10(-0.97));
  80. normals[4] := NORMAL_PACK(floattov10(-0.97), 0, 0);
  81. normals[5] := NORMAL_PACK(0, floattov10(0.97), 0);
  82. end;
  83. //draw a cube face at the specified color
  84. //draw a cube face at the specified color
  85. procedure drawQuad(poly: integer);
  86. var
  87. f1, f2, f3, f4: cuint32;
  88. begin
  89. f1 := CubeFaces[poly * 4] ;
  90. f2 := CubeFaces[poly * 4 + 1] ;
  91. f3 := CubeFaces[poly * 4 + 2] ;
  92. f4 := CubeFaces[poly * 4 + 3] ;
  93. glNormal(normals[poly]);
  94. GFX_TEX_COORD^ := (uv[0]);
  95. glVertex3v16(CubeVectors[f1*3], CubeVectors[f1*3 + 1], CubeVectors[f1*3 + 2]);
  96. GFX_TEX_COORD^ := (uv[1]);
  97. glVertex3v16(CubeVectors[f2*3], CubeVectors[f2*3 + 1], CubeVectors[f2*3 + 2]);
  98. GFX_TEX_COORD^ := (uv[2]);
  99. glVertex3v16(CubeVectors[f3*3], CubeVectors[f3*3 + 1], CubeVectors[f3*3 + 2]);
  100. GFX_TEX_COORD^ := (uv[3]);
  101. glVertex3v16(CubeVectors[f4*3], CubeVectors[f4*3 + 1], CubeVectors[f4*3 + 2]);
  102. end;
  103. type
  104. TTextures = record
  105. format, pal_addr: cint;
  106. size: cuint32;
  107. end;
  108. var
  109. textureIDS: array [0..9] of cint;
  110. textures: array [0..9] of TTextures;
  111. i, j: integer;
  112. rotateX: cfloat = 0.0;
  113. rotateY: cfloat = 0.0;
  114. keyspressed: cuint16;
  115. keys: cuint16;
  116. nTexture: integer;
  117. begin
  118. Initialize();
  119. lcdMainOnTop();
  120. //set mode 0, enable BG0 and set it to 3D
  121. videoSetMode(MODE_0_3D);
  122. consoleDemoInit();
  123. consoleDebugInit(DebugDevice_NOCASH);
  124. // initialize gl
  125. glInit();
  126. //enable textures
  127. glEnable(GL_TEXTURE_2D);
  128. // enable antialiasing
  129. glEnable(GL_ANTIALIAS);
  130. // setup the rear plane
  131. glClearColor(0,0,0,31); // BG must be opaque for AA to work
  132. glClearPolyID(63); // BG must have a unique polygon ID for AA to work
  133. glClearDepth($7FFF);
  134. //this should work the same as the normal gl call
  135. glViewport(0,0,255,191);
  136. //ds uses a table for shinyness..this generates a half-ass one
  137. glMaterialShinyness();
  138. // setup other material properties
  139. glMaterialf(GL_AMBIENT, RGB15(16,16,16));
  140. glMaterialf(GL_DIFFUSE, RGB15(20,20,20));
  141. glMaterialf(GL_SPECULAR, BIT(15) or RGB15(8,8,8));
  142. glMaterialf(GL_EMISSION, RGB15(5,5,5));
  143. // setup the lighting
  144. glLight(0, RGB15(31,31,31) , 0, floattov10(-0.5), floattov10(-0.85));
  145. vramSetBankA(VRAM_A_TEXTURE);
  146. vramSetBankF(VRAM_F_TEX_PALETTE_SLOT0);
  147. vramSetBankG(VRAM_G_TEX_PALETTE_SLOT1);
  148. glGenTextures(10, textureIDS);
  149. // inital full 16 bit colour texture
  150. glBindTexture(0, textureIDS[0]);
  151. glTexImage2D(0, 0, GL_RGB, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture_bin));
  152. textures[0].format := GL_RGB;
  153. textures[0].pal_addr := 0;
  154. textures[0].size := texture_bin_size; // size field just recorded for on-screen info
  155. // Load some 16 colour textures
  156. glBindTexture(0, textureIDS[1]);
  157. glTexImage2D(0, 0, GL_RGB16, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture1_RGB16_tex_bin));
  158. textures[1].format := GL_RGB16;
  159. textures[1].pal_addr := gluTexLoadPal( pcuint16(@texture1_RGB16_pal_bin), 16, GL_RGB16 );
  160. textures[1].size := texture1_RGB16_tex_bin_size+texture1_RGB16_pal_bin_size;
  161. glBindTexture(0, textureIDS[2]);
  162. glTexImage2D(0, 0, GL_RGB16, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture2_RGB16_tex_bin));
  163. textures[2].format := GL_RGB16;
  164. textures[2].pal_addr := gluTexLoadPal( pcuint16(@texture2_RGB16_pal_bin), 16, GL_RGB16 );
  165. textures[2].size := texture2_RGB16_tex_bin_size+texture2_RGB16_pal_bin_size;
  166. glBindTexture(0, textureIDS[3]);
  167. glTexImage2D(0, 0, GL_RGB16, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture3_RGB16_tex_bin));
  168. textures[3].format := GL_RGB16;
  169. textures[3].pal_addr := gluTexLoadPal( pcuint16(@texture3_RGB16_pal_bin), 16, GL_RGB16 );
  170. textures[3].size := texture3_RGB16_tex_bin_size+texture3_RGB16_pal_bin_size;
  171. glBindTexture(0, textureIDS[4]);
  172. glTexImage2D(0, 0, GL_RGB16, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture4_RGB16_tex_bin));
  173. textures[4].format := GL_RGB16;
  174. textures[4].pal_addr := gluTexLoadPal( pcuint16(@texture4_RGB16_pal_bin), 16, GL_RGB16 );
  175. textures[4].size := texture4_RGB16_tex_bin_size+texture4_RGB16_pal_bin_size;
  176. glBindTexture(0, textureIDS[5]);
  177. glTexImage2D(0, 0, GL_RGB16, TEXTURE_SIZE_128 , TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture5_RGB16_tex_bin));
  178. textures[5].format := GL_RGB16;
  179. textures[5].pal_addr := gluTexLoadPal( pcuint16(@texture5_RGB16_pal_bin), 16, GL_RGB16 );
  180. textures[5].size := texture5_RGB16_tex_bin_size+texture5_RGB16_pal_bin_size;
  181. // Load some 4 colour textures
  182. glBindTexture(0, textureIDS[6]);
  183. glTexImage2D(0, 0, GL_RGB4, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture6_RGB4_tex_bin));
  184. textures[6].format := GL_RGB4;
  185. textures[6].pal_addr := gluTexLoadPal( pcuint16(@texture6_RGB4_pal_bin), 4, GL_RGB4 );
  186. textures[6].size := texture6_RGB4_tex_bin_size+texture6_RGB4_pal_bin_size;
  187. glBindTexture(0, textureIDS[7]);
  188. glTexImage2D(0, 0, GL_RGB4, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture7_RGB4_tex_bin));
  189. textures[7].format := GL_RGB4;
  190. textures[7].pal_addr := gluTexLoadPal( pcuint16(@texture7_RGB4_pal_bin), 4, GL_RGB4 );
  191. textures[7].size := texture7_RGB4_tex_bin_size+texture7_RGB4_pal_bin_size;
  192. // Load some 32 colour textures, 8 levels of alpha
  193. glBindTexture(0, textureIDS[8]);
  194. glTexImage2D(0, 0, GL_RGB32_A3, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture8_RGB32_A3_tex_bin));
  195. textures[8].format := GL_RGB32_A3;
  196. // this line seems stupid, but for purposes of a demo, it will prove that you can
  197. // load palettes to F and G by pushing the allocated textures from F and into G
  198. for i := 0 to 299 do
  199. textures[8].pal_addr := gluTexLoadPal( pcuint16(@texture8_RGB32_A3_pal_bin), 32, GL_RGB32_A3 );
  200. textures[8].size := texture8_RGB32_A3_tex_bin_size+texture8_RGB32_A3_pal_bin_size;
  201. glBindTexture(0, textureIDS[9]);
  202. glTexImage2D(0, 0, GL_RGB32_A3, TEXTURE_SIZE_128, TEXTURE_SIZE_128, 0, TEXGEN_TEXCOORD, pcuint8(@texture9_RGB32_A3_tex_bin));
  203. textures[9].format := GL_RGB32_A3;
  204. textures[9].pal_addr := gluTexLoadPal( pcuint16(@texture9_RGB32_A3_pal_bin), 32, GL_RGB32_A3 );
  205. textures[9].size := texture9_RGB32_A3_tex_bin_size+texture9_RGB32_A3_pal_bin_size;
  206. iprintf(#$1b'[4;8HPaletted Cube');
  207. iprintf(#$1b'[6;2HRight/Left shoulder to switch');
  208. glMatrixMode(GL_PROJECTION);
  209. glLoadIdentity();
  210. gluPerspective(70, 256.0 / 192.0, 0.1, 40);
  211. gluLookAt( 0.0, 0.0, 2.0, //camera possition
  212. 0.0, 0.0, 0.0, //look at
  213. 0.0, 1.0, 0.0); //up
  214. //not a real gl function and will likely change
  215. glPolyFmt(POLY_ALPHA(31) or POLY_CULL_NONE or POLY_FORMAT_LIGHT0 or POLY_ID(1) ) ;
  216. glColor3f(1,1,1);
  217. glMatrixMode(GL_MODELVIEW);
  218. nTexture := 0;
  219. while true do
  220. begin
  221. glPushMatrix();
  222. glRotateX(rotateX);
  223. glRotateY(rotateY);
  224. scanKeys();
  225. keys := keysHeld();
  226. if((keys and KEY_UP)) <> 0 then rotateX := rotateX +3;
  227. if((keys and KEY_DOWN)) <> 0 then rotateX := rotateX -3;
  228. if((keys and KEY_LEFT)) <> 0 then rotateY := rotateY +3;
  229. if((keys and KEY_RIGHT)) <> 0 then rotateY := rotateY -3;
  230. keysPressed := keysDown();
  231. if (keysPressed and KEY_R) = 0 then
  232. begin
  233. inc(nTexture);
  234. if( nTexture = 10 ) then
  235. nTexture := 0;
  236. end;
  237. if (keysPressed and KEY_L) = 0 then
  238. begin
  239. dec(nTexture);
  240. if( nTexture = -1 ) then
  241. nTexture := 9;
  242. end;
  243. glBindTexture(nTexture, textureIDS[nTexture]);
  244. if( textures[nTexture].format <> GL_RGB ) then
  245. glColorTable(textures[nTexture].format, textures[nTexture].pal_addr);
  246. //draw the obj
  247. glBegin(GL_QUAD);
  248. for i := 0 to 5 do
  249. drawQuad(i);
  250. glEnd();
  251. glPopMatrix(1);
  252. glFlush(0);
  253. swiWaitForVBlank();
  254. end;
  255. end.